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path: root/doc/classes/Viewport.xml
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2021-11-28Merge pull request #55239 from zacryol/find-world-2d-description-fixRémi Verschelde
Fix description of Viewport `find_world_2d()` method.
2021-11-27Fix description of Viewport `find_world_2d()` method.zacryol
The doc now states that the method searches for a World2D among ancestor Viewports as well, differentiating it from the get_world_2d() getter. and also find_world_3d()
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-22Merge pull request #54339 from ConteZero/line_edit_drag_and_dropRémi Verschelde
2021-11-15Fix drag and drop on LineEditConteZero
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-10-08Allow any floating-point value as a 3D rendering scale optionHugo Locurcio
This allows for finer control over 3D rendering resolution. Supersampling can also be performed by setting a 3D rendering resolution above 1.0, which is useful for offline rendering or for very high-end GPUs.
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-09-13Merge pull request #49063 from Calinou/remove-16x-msaaRémi Verschelde
Remove 16× MSAA support due to driver bugs and low performance
2021-09-09Merge pull request #50336 from SirQuartz/patch-20Max Hilbrunner
Add description to `Viewport`
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-25Remove 16× MSAA support due to driver bugs and low performanceHugo Locurcio
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is.
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-10Add method description to `is_embedding_subwindows` in `Viewport`Nick Huelin
This pull request adds a missing method description to `Viewport` in the class docs.
2021-07-03add viewport.get_camera_2d()Josh Chandler
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-06-29Fixes to 2D viewportreduz
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up) * Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-06-11Merge pull request #47584 from HaSa1002/docs-lang-7Rémi Verschelde
2021-06-11Port code examples to C# (V)Johannes
Includes: * Variant * Viewport and two fixes in Array that were pointed out in #40978 VisualScript classes are skipped on purpose. That is the final commit of the inital code porting to C#. :)
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-05-01Move XR flag from subviewport into viewportBastiaan Olij
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-04doc: Sync classref with current sourceRémi Verschelde
2020-12-28Merge pull request #44756 from Jummit/add-s-viewport-docsRémi Verschelde
Add missing "s" in Viewport documentation
2020-12-28fix missing "s" in Viewport docsJummit
2020-12-04doc: Sync classref with current sourceRémi Verschelde
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-10-01Link to demos from within the class referenceAaron Franke
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-05-04doc: Sync classref with current sourceRémi Verschelde
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-01Rename ViewportContainer to SubViewportContainerMichael Alexsander
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-02-20Fix MIMPAMPS typos in constants throughout the engineAndrii Doroshenko (Xrayez)
2020-02-12doc: Sync classref with current sourceRémi Verschelde
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-01-31Update docs to version 4.0clayjohn
2020-01-28doc: Sync classref with current sourceRémi Verschelde
Fix a few typos.
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-26Complete various class referencesclayjohn